[quote="sean"]hope you don't mind B/X creatures M/C edition (I blend OD&D w/ B/X in my campaign). This creature is a favorite of mine in GW! So I converted them for D&D. Mammoth Hound Armor Class: 5 No. Appearing: 1-12 Hit Dice: 4+4 Save As: F5 Move: 150 (50 ) Morale: 10 Attacks: 1 bite Treasure Type: N/A Damage: 4-10 (2d4+2) Alignment: Neutral This huge canine resembles a giant mastiff. Giants often keep these animals as pets. The Mammoth Hound is large enough to carry a human sized rider and equipment (4,000cns) at good pace all day long. In their wild stage these creatures are an efficient pack hunter known to bring down human sized or large targets. The Mammoth hound will also bay loudly (unless trained not too) during the hunt. These hounds throw a litter of 1d4+2 pups per year for 1d12. Mammoth hound pups will fetch 2,000gps on any sizable market. Adult Mammoth Hounds cannot be trained as steeds, they can be trained for hunting and guarding duties if they can be subdued and retrained (2d6 months).[/quote]
[quote="sean"]creature #2; another GW convert. Dire Rabbits Armor Class: 4 No. Appearing: 3-18 Hit Dice: 3+3 Save As: F2 Move: 180 (60 ) Morale: 6 (eight) Attacks: 1 Ram Treasure Type: N/A Damage: 2-7 (1d6+1) Alignment: Neutral The Dire Rabbits are a large rabbit like creature with ram horns. These creatures also are capable of carrying riders and belongings (3,000cns). A rider must get acquainted with the differences of riding a hopper vs. a more standard steed. There is an 80% chance that a first time rider will be thrown off the Dire Rabbit suffering 1d6 damage. Dire Rabbit adults can be broken like a regular horse. Baby Dire Rabbits will fetch 1,000gps in any sizable market.[/quote]
[quote="sean"]creature #3- This is my take on the giant spiders from Harry Potter! Acromantula Armor Class: 3 No. Appearing: (1d12 per Hit Dice level HD) Hit Dice: 2-10 Save As: Fighter level equal to Hit Dice Move: 120 (40 ) on the ground, 180 (60 ) On web Morale: 8 Attacks: 1 bite Treasure Type: C Damage: 2-hp per Hit Dice + poison (-2 to Saving Throw) Alignment: Neutral (Lawful) The Acromantula are an intelligent species of spiders that if taught how can learn to speak. They are naturally Neutral in alignment but have on occasion been found to be Lawful in alignment, especially when they have been raised by an intelligent species other than their own. Acromantula are a social species of spiders and will live in communities, especially in forest regions. Such communities will also have non-intelligent species of spiders working as guardians, beasts of burden, etc. Acromantula venom will sell to alchemist for 100gps per pint. A dead Acromantula can be drained of 1pint per Hit Die within 24hrs of their death. Acromantula have fair to good relations with Aranea. Some sages have even recorded stories of large Acromantula communities with Aranea spell casters living and working within the community.[/quote]
[quote="sean"]here's one- Yeti Armor Class: 5 No. Appearing: 1-6 (2-20) Hit Dice: 4 Save As: Fighter 6 Move: 150 (50 ) Morale: 10 (12) Attacks: 2 claws, 1 bite Treasure Type: C (gems, jewelry, and shiny magical items) in their lairs only. Damage: 1-6 claws, 1-8 bite Alignment: N These large creatures haunt the northern most regions of hilly and mountainous terrain. The Yeti usually travels in packs of 1-6 individuals but a home site will usually have 2-20 individuals (females are statistically no different from male Yetis). When fighting in defense of their homes Yetis have Morale of 12 and will fight to the end. Yetis have no use of gold and treasure but do value shiny, bright objects. Yeti s are very hardy creatures thus their high saving throws. Yetis suffer double damage from all fire attacks, normal & magical. Yetis only suffer half damage from all cold attacks even if they fail their saving throws.[/quote]
[quote="cab"]allright then... As they'll fit here: [b]ichneumon, Giant[/b] AC: 6 HD: 3* Move (flying): 180'(60') Att: 1 Ovopostor Dmg: 0 + Special No.App: 1 Save As: Fighter 2 Ml: 9 TT: Nil I: 0 AL: N XPV: 50 The giant ichneumon resembles a wasp, allbeit a 4' wasp with an extended, pre-hensile tail. Any victim hit by the end of the tail (upon which an ovipostor, or egg depositing organ, is located) must save vs. paralysis or be impregnated with an egg. In 26-48 hours (2d12+24 hours), the victim will fall into a coma, and after another 26-48 hours 1d6 young will emerge from the victim, each inflicting 2d10 points of damage. This can only be prevented by a cure disease or cureall spell cast during the icubation of the eggs. A giant ichneumon will only fight until a victim is hit and fails a saving throw.[/quote]
[quote="cab"][b]dread Branch[/b] AC: -2 HD: 12** Move: 120'(40') Att: 4 claws/1 bite Dmg: 1-4/1-4/1-4/2-20 No.App: 1 (1) Save As: Fighter 6 Ml: 11 TT: Vx2 I: 0 AL: N XPV: 2950 This huge, carnivorous relative of the stick insect can be found in some of Mystaras deepest, darkest jungles. It swings down from a tree using its enormous, powerful rear legs, for support, surprising on a 1-5 on 1d6, and will attack any warm blooded creature within 25' of its tree. If hurt, it will retreat to the higher branches of the tree, where the remains of former victims (and their treasure) can be found.[/quote]
[quote="cab"][b]bed Bug, Giant[/b] AC: 5 HD: 4* Move: 120'(40') Att: 1 bite + special Dmg: 1d4+ special No.App: 1-2 (1-2) Save As: Fighter 2 Ml: 8 TT: Nil I: 0 AL: N XPV: 125 A brown, flattened, 4' long bug with a round, plate like body, found in the more squalid dungeouns and seedier parts of the grottiest towns. The preferred prey of the giant bed bug is a sleeping human, demihuman or humanoid. Each round after first biting a foe, the giant bedbug will try to hold on, sucking blood for a further 1d4 points of damage.[/quote]
[quote="corvus"]what the heck, here's something from me. A lizard with a nasty surprise. [b]venom Lizard[/b] AC: 7 HD: 2* (M) Move: 90' (30'), 90' (30') swim Att: 1 bite or Poison Dmg: 1d6 or Poison No. App: 1-4 (1-2) Save As: F2 Ml: 7 TT: Nil I: 2 AL: N XPV: 25 Monster Type: Monster This creature superficially resembles a monitor lizard, about six feet long from nose to tail-tip, with fine scales and large yellow eyes. Its hide is decorated in patterns of green, yellow and black and its mouth is full of pointed teeth. Venom lizards tend to live in and near bodies of water in warm, forested regions. Venom lizards do not attack with their tails, instead prefering to bite their prey and foes with their sharp teeth and strong jaws. They can kill a normal man in one swift snap, much like crocodiles and alligators, and have been known to sever limbs. Venom lizards posess a unique ability that makes them extremely dangerous outside of their vicious bites. Rather than attacking, a venom lizard may remain motionless for one round. During that round, its skin oozes a noxious contact poison. If the venom lizard is successfully hit by a non-ranged melee attack, armed or unarmed, the attacker and anyone else within melee range of the venom lizard must save vs. poison or suffer 1d3 points of damage, as the poison sprays from the impact. The DM may rule that a successful ranged attack will cause nearby melee combatants to save vs. poison. During a round in which a venom lizard remains motionless and secretes poison, its AC is treated as 9. The poison dissipates at the end of the round and must be re-secreted the following round. (Note: this ability is only useful if the venom lizard wins initiative.) Venom lizards are immune to the poison of other venom lizards, as well as their own.[/quote]
[quote="cab"][b] Insect, Giant[/b] [b][i]devils Coach Horse[/b][/i] AC: 2 HD: 4+1* MV: 180' (60') Att: 1 bite + special Dmg: 2d8 + special # app: 1d2 Save as: F3 Ml: 9 TT: V Intelligence: 1 Al: N XPV: 200 This is an elongated, black beetle, standing around 4' high, with a length somewhat over 8'. It is easily identifiable, by the elongated thorax (middle section) of its body, and long mandibles. It is a subterranean hunter, preying primarily on other giant invertebrates, but it will take what meat it can. If it successully strikes a foe with a bite attack, then it will attempt to hold on to inflict further damage until that victim is dead. The victim must make a saving throw versus death ray the next round, and each round thereafter to try to escape, taking 2d8 damage each round until then. Once a victim escapes, then the beetle can attack another foe (or the same foe) the same round. [b][i]brown Dropper Beetle[/b][/i] AC: 5 HD: 1/2 MV: 90' (30') Att: 1 bite Dmg: 1-4 # app: 1-100 Save as: nm Ml: 2 or 12 TT: U Intelligence: 0 Al: N XPV: 5 Small for a giant insect, being around 1' long and 4" thick with a circular, plate like body, the brown dropper is rarely a threat singularly; indeed if there are less than 10 of them, their morale will be 2 (they will nearly always flee danger). However, encountered in larger numbers they are remorseless killers, knowing no fear until their numbers have been reduced to single figures. They inhabit dank, dark caves and dungeons and old forests, mostly residing on ceilings or the undersides of branches, waiting till prey passes bye. At such a time they drop off the ceiing and attack (+1 bonus to surprise, ordinarily surprising 1-3 on 1d6). A common pest, considered (when toasted) a great delicacy by kobolds.[/quote]
[quote="strange Visitor"][i]Since no one seems to have objected to Sean's suggestion and I happened to pop by...[/i] [b]carrion Mage* [/b] [b]armor Class:[/b] 3 [b]no. Appearing:[/b] 1 [b]hit Dice:[/b] 11 14** [b]save As:[/b] Wizard: 11 14 [b]move:[/b] 120 (40 ) [b]morale:[/b] 11 [b]attacks:[/b] 1 Touch or 1 Spell [b]treasure Type:[/b] F [b]damage:[/b] 1 8 + paralysis or by Spell [b]alignment:[/b] Chaotic Carrion Mages are [b]undead[/b] created when the specially prepared body of a dead Chaotic magicuser is devoured by scavengers, such as worms, beetles or other vermin. The scavengers, dominated by the dead magic-user s will, assume a human form made up of a swarm of the vermin that feasted on the spellcaster s dead flesh. Carrion Mages always return to their former lair or can be found wherever they are needed to further their nefarious schemes. A carrion mage is still able to use spells as it did while alive, which makes it a formidable adversary. Carrion Mages will always clothe themselves as though they were still alive, using gloves and a waxen mask of their former face to complete the illusion. Carrion Mages can even speak, though their voice is the dry rattle of multitudinous insect parts rubbing together or the whisper of countless worms sliding over one another. Once the carrion mage s true nature is revealed, however, all characters must save vs. paralysis or flee in abject fear; those who make the save still suffer a 1 to all rolls while within the carrion mage s presence. Carrion Mages can only be damaged by fire, spells or magical weapons, all of which will only do half damage. They are unaffected by [b]sleep[/b], [b]charm[/b] and [b]hold[/b] spells. Note that morale is given as 11, but if a carrion mage finds itself in actual danger, either from adventurers or some other threat, they may disperse the individual vermin that make up their gestalt form, which will scurry away into the darkness, disappear down tiny crevices or otherwise affect an escape. A carrion mage can reform its horrid swarm body in a number of hours equal to its hit dice. [i]supplemental/supporting Information on Carrion Mages:[/i] [b]cleric Turning Table [/b] <table border="0" width="10%"><tr><td>cleric Level</td><td>Carrion Mage</td></tr><tr><td>1 </td><td>--</td></tr><tr><td> 2</td><td>--</td></tr><tr><td> 3</td><td>--</td></tr><tr><td> 4</td><td>--</td></tr><tr><td> 5</td><td>--</td></tr><tr><td> 6</td><td>--</td></tr><tr><td> 7</td><td>11</td></tr><tr><td> 8</td><td>9</td></tr><tr><td> 9</td><td>7</td></tr><tr><td> 10</td><td>T</td></tr><tr><td> 11+</td><td>T</td></tr></table> This entry goes on the Cleric vs. Undead table (Expert Set, page X5), after the entry for Vampire. As you see above a carrion mage cannot be destroyed by a cleric, only turned. If at higher levels (15 36), a D result is possible the carrion is dispersed rather than destroyed. In any case, if a cleric gains a T or D result when attempting to turn an undead spellcaster, like the Carrion Mage, the undead may make a
saving throw vs. spells to avoid the effect entirely [b]sixth LEVEL MAGIC-USER SPELLS[/b] [b]carrion Reincarnation[/b] [b]range:[/b] 0 [b]duration:[/b] 24 hours If a Chaotic magic-user is killed before the expiration of this spell, regardless of how his body is disposed of, he will rise from death as a carrion mage in one year and a day. Only the burning of the body to ashes can prevent this gruesome resurrection. :oops: Sorry, I can't seem to figure out why my code for formating the Clerical Turning table causes that huge dead space... Again this is designed for the Moldvay-Cook red and blue Basic and Expert rules, though I'm sure that it could be easily adapted to any [b]real[/b] D&D rules set. In the campaign these fiends can be variously known as Faceless Master, Crawling One, Vermin Lord, Carrion Lord, or Swarm Wizard.[/quote]